Doctor Archive

Thread: Marrow1 could you ask about the future of doctors to the dev?

Snooze821
Mon Jul 18, 2005 9:44 am
#1

Considering the removal of BF and most likely the total removal on wounds at some point in the future is it possible you can ask the devs where doc versue combat medics come into play?


Maybe get a brainstorm session going ahead of time to talk about what future pro/cons our class will have to separate us from CM. I know we cure things but considering how 2 mobs in the game use disease or poisons and most stat modifiers have combat lvl recoveries where we are going to be in the future.


In my opinion Docs should need to do more than heal or buff. If we are getting our xp durring combat then give us something to cure in combat. At least remove our cooldowns on things like bandage or fire estingush so that you can use it more than once before the effect can wear off on it's own. Maybe extent those effects so people take them into consideration.


Enemies should be able to do more than just hit you till it falls down. Spiders should have poisons, there should be disease coming from some nests, you should be able to get paralyzed from a dangerous creature. How do CM research these effects in the first place if no enemy ever uses them in the galaxy. I don't think all combat medic science derived from the Sarnac Pit.


Marrow1 the devs do read these forum at least I hope and I think all our threads for whatever reason come down to if our class are just healbots or not at the end of the day.


This I would like to see

1. removed cooldowns on your stabilize and cures just like there's no cooldown on Knockdown or Stun recovery for other classes.

2. More enviromental hazards that are passible with a doc present but would require some downtime without them

3. More enemies that use poisons and disease. Why doesn't the CL81 Imp/rebel medic throw a poison at us or paralyze someone in the party. Make engaging some of these enemies something beyond run in hit and move to next

4. Increase the time some of these NPC used effects last. Make them hard numbers if they need to make a bleed do 1k damage unless healed ahead of time, give the benefit of healing it over just waiting for it to run out.

5. Make diseases spread to party members

6. Make the med center cure all effects when you walk inside. This will give players SOME method to remove disease and make docs useful but not required to deal with the effects. Since there are med centers in every city and outpost.


The devs gave us a disease and poison buff that is pointless outside of pvp right now that even using 3 of my suggestions would make things more meaningful.


I'm just asking you mention some of this on the corresponds forum or we make a thread and have it out here first. My fear is that we are being watered down when there are things in place that make us useful if they only turned them on.



Iw-Ip MD - Doaba, Eclipse

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